Skip to content

Commit

Permalink
Merge pull request godotengine#67431 from Chaosus/vs_fix_nodes_code
Browse files Browse the repository at this point in the history
  • Loading branch information
Chaosus authored Oct 25, 2022
2 parents 69e5ad7 + 19126d2 commit 2b505b7
Showing 1 changed file with 36 additions and 23 deletions.
59 changes: 36 additions & 23 deletions scene/resources/visual_shader_nodes.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1642,17 +1642,20 @@ bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const

String VisualShaderNodeLinearSceneDepth::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += " {\n";

code += " float _log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
code += " _depth_view.xyz /= _depth_view.w;";
code += vformat(" %s = -_depth_view.z;", p_output_vars[0]);
code += " float __log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
code += " vec3 __depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, __log_depth);\n";
code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(__depth_ndc, 1.0);\n";
code += " __depth_view.xyz /= __depth_view.w;\n";
code += vformat(" %s = -__depth_view.z;\n", p_output_vars[0]);

code += " }\n";
return code;
}

VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
simple_decl = false;
}

////////////// Float Op
Expand Down Expand Up @@ -3204,6 +3207,7 @@ String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {

String VisualShaderNodeUVPolarCoord::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += " {\n";

String uv;
if (p_input_vars[0].is_empty()) {
Expand All @@ -3220,24 +3224,27 @@ String VisualShaderNodeUVPolarCoord::generate_code(Shader::Mode p_mode, VisualSh
String repeat = vformat("%s", p_input_vars[3]);

if (p_mode == Shader::MODE_CANVAS_ITEM) {
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
} else {
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
}

code += " }\n";
return code;
}

VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
set_input_port_default_value(2, 1.0); // zoom
set_input_port_default_value(3, 1.0); // repeat

simple_decl = false;
}

////////////// Dot Product
Expand Down Expand Up @@ -7256,22 +7263,26 @@ bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {

String VisualShaderNodeProximityFade::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += " {\n";

String proximity_fade_distance = vformat("%s", p_input_vars[0]);
code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
} else {
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
}
code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);

code += " }\n";
return code;
}

VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
set_input_port_default_value(0, 1.0);

simple_decl = false;
}

////////////// Random Range
Expand Down Expand Up @@ -7416,11 +7427,11 @@ String VisualShaderNodeRemap::get_output_port_name(int p_port) const {

String VisualShaderNodeRemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;

code += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = %s + _output_range * ((%s - %s) / _input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);

code += " {\n";
code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
code += " }\n";
return code;
}

Expand All @@ -7429,4 +7440,6 @@ VisualShaderNodeRemap::VisualShaderNodeRemap() {
set_input_port_default_value(2, 1.0);
set_input_port_default_value(3, 0.0);
set_input_port_default_value(4, 1.0);

simple_decl = false;
}

0 comments on commit 2b505b7

Please sign in to comment.